Game apparatus, server apparatus, program, and recording medium

ABSTRACT

An object of the present invention is to provide a game server that can simulate the sensation of competing in a game against an actually existing specific person. The game server of the present invention offers a plurality of options for the actions that gamer A can select in game scenes that change along with the progress of a soccer game. The options include dribble (long), dribble (short), pass in front of the player, pass to the foot of the player, wait, and shoot. The action patterns of gamer A are stored for each game scene by counting the number of times each option is selected. The game server refers to the stored action patterns when playing against another gamer B. This configuration makes it possible for the gamer B to have a virtual experience as if he were competing with the gamer A.

This application is a continuation of U.S. patent application Ser. No.10/476,693, filed Mar. 31, 2004, now U.S. Pat. No. 7,731,589 which was anational stage application of International Application No.PCT/JP02/004532, filed May 9, 2002, and claims priority to JapaneseApplication No. 2001-139363, filed May 9, 2001, the disclosures of whichare expressly incorporated herein by reference in their entireties.

TECHNICAL FIELD

The present invention relates to a game apparatus, server apparatus, andprogram for playing a game via a communication network.

BACKGROUND ART

Web page viewing, sending and receiving of email, ticket reservations,music data distribution, game program distribution, and other types ofapplication service are recently being provided using Internet accessfrom mobile communication terminals with Web browsing capabilities.Gamers can connect to a game server on a network from a mobilecommunication terminal and play online games by downloading a gamescreen by communication with a game server via HTTP (Hyper Text TransferProtocol).

With conventional online games, when a gamer connects to a game serverto play a soccer game or other such competitive game, the gamer competeswith a computer. As with a soccer game, a game in which the progress ofthe game varies depending on the leadership role of the coach stronglyreflects the individuality of the coach, making the game more enjoyablewhen the gamer competes with an actual person, as opposed to competingwith the computer.

Internet discussion boards, mailing lists, and the like are used asforums to provide communication for gamers, but these discussion boards,mailing lists, and the like are supervised by site managers and are notprovided by the gamers. Therefore, it can be expected that communicationamong the gamers can be stimulated by providing a homepage exclusivelyfor gamers.

In the past, gamers could not know of the level of popularity of a gamein a video arcade, the number of players, video arcades with competitivegamers, video arcades with many gamers at a similar level, video arcadeswith many skilled gamers, or the like without actually going to thevideo arcade, and therefore gamers could not determine the situation ofthe video arcade in advance.

Therefore, an object of the present invention is to provide a techniquecapable of simulating the sensation of playing with a live person.Another object of the present invention is to provide a technique forstimulating communication among gamers and for providing an incentivefor gamers to participate. Yet another object of the present inventionis to provide a technique for providing an incentive for gamers toparticipate by providing information about business conditions of gamingestablishments and about gamers playing at those establishments.

DISCLOSURE OF THE INVENTION

Aimed at achieving the aforementioned objects, the game apparatus of thepresent invention comprises recording means for recording actionpatterns reflecting the tendency of game development implementedaccording to operating information of a first player, and gameprocessing means for playing the game with a second player based on theaction patterns. Recording the action patterns of the first player inadvance makes it possible for the second player to have a simulatedexperience as if he were playing against another player.

The aforementioned configuration may further comprise presentation meansfor presenting a plurality of options for the action the player can takein each game scene. The configuration in question makes it possible forthe action patterns to be statistically calculated by the number oftimes options are chosen.

With the present invention, it is also possible to provide a program forenabling a computer system to function as each of the aforementionedmeans. The program in question can be recorded in a computer-readablerecording medium. Examples of such recording media include opticalrecording media (CD-ROM, CD-RAM, DVD-ROM, DVD-RAM, DVD-R, PD disks, MDdisks, MO disks, and other such recording media capable of opticallyreading data), magnetic recording media (flexible disks, magnetic cards,magnetic tape, and other such recording media capable of magneticallyreading data), memory cartridges comprising a memory element (asemiconductor memory element such as DRAM, or a ferroelectric memoryelement such as FRAM), and other such portable recording media, as wellas internal recording devices provided within the computer or to thememory card or the like, or external recording devices such as harddisks.

The server apparatus of the present invention is a server apparatus foropening Web pages in response to viewing requests from a terminalapparatus connected to a communication network, comprising means forcreating a homepage for the gamer, means for obtaining scores of thegame played by the gamer through the homepage, and means for expandingthe functions of the gamer's homepage according to the scores. Expandingthe functions of the homepage according to the game scores provides anincentive for the gamer to participate in the game. Through thehomepage, the gamer can also stimulate communication and provide anincentive for game participation.

The server apparatus of the present invention comprises means forobtaining information pertaining to gamers playing games in a gamingestablishment or information pertaining to business conditions of thegaming establishment from commercial video game machines in the gamingestablishment via a communication network, and means for distributingthis information to terminal apparatuses connected to the communicationnetwork. Since the configuration in question makes it possible forgamers to obtain information for identifying gamers playing games at agaming establishment, game scores, the number of gamers playing a game,and other such information from a terminal apparatus connected to acommunication network, the gamers can search for video arcades withpopular games, video arcades with competitive gamers, video arcades withmany gamers at a similar level, video arcades with many skilled gamers,and the like.

The server apparatus of the present invention also comprises means forobtaining game scores of gamers playing games in the gamingestablishment from commercial video game machines in a gamingestablishment, and means for identifying the gamers at a specific levelwhen the game scores thereof meet a specific predetermined standard. Theconfiguration in question can provide an incentive for gameparticipation because gamers are identified as gamers of a specificlevel when they reach a certain level.

An incentive for gamers to participate in a game can also be created byfurther providing means for freshly identifying a gamer as a gamer witha specific level when the gamer's game score surpasses the game score ofthe gamer at the above-mentioned specific level.

The server apparatus of the present invention is a server apparatus fornetworking with a game machine compromising a function for backing upspecific data needed for a game procedure on a recording medium, andcomprises backup means for preserving a copy of the backup data recordedon the recording medium. The configuration in question allows gamers toplay games based on the backup data recorded on the recording mediumeven if the game machine cannot be networked with the server apparatus.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of the game system network;

FIG. 2 is an explanatory diagram of the various types of informationmanaged by the game server;

FIG. 3 is an explanatory diagram of the gamer's homepage;

FIG. 4 is a screen transition diagram of a game screen displayed on aportable phone;

FIG. 5 is a diagram of the correspondence between a portable phone andthe game server;

FIG. 6 is a diagram of the correspondence between a portable phone andthe game server; and

FIG. 7 is an explanatory diagram of action patterns.

BEST MODE FOR CARRYING OUT THE INVENTION

The present embodiment is described below with reference to the figures.

FIG. 1 is a block diagram of the game system network. In this diagram,the symbols 51 and 52 denote gaming establishments in separate areas(nationwide prefectures, all municipalities, the Tokyo 23 wards, etc.),for example, video arcades (amusement centers). A plurality of arcadegame machines 43 is found in each video arcade. The arcade game machines43 are commercial video game machines comprising large display screens,and gamers can play the game by inserting coins. In the presentembodiment, the arcade game machines 43 found in areas nationwide arenetworked with a game server 10, and game environments can be createdusing IC cards 41 in order to offer a new network game environment. Inaddition to being able to play games by inserting coins into the arcadegame machines 43, gamers can also execute games by using the IC cards41. These IC cards 41 are made from plastic cards with embedded ICchips, and comprise a recording medium (optical recording medium such asCD-RAM, magnetic recording medium such as a magnetic card, orsemiconductor memory) for storing the gamer's game history and the like.Each IC card 41 is allocated a unique card ID.

Furthermore, the present embodiment employs a portable terminal, such asa portable phone, PHS, or PDA, as individual authentication means forauthenticating gamers. The portable terminal is allocated a telephonenumber, a MAC address, or other such unique identifying information(hereinafter referred to as “a terminal ID”), which makes it possible toauthenticate individuals using the terminal ID. Gamers can subscribe bynetworking to the game server 10 from a portable phone 61 and inputtingcertain keys (for example, keying-in a card ID, birth date, charactername, or the like) according to an instructional screen shown on thedisplay of the portable phone 61. For subscribed gamers, the game server10 allocates identification information (for example, a user ID) forassociating the card ID of the IC card 41 of the subscribed gamer withthe terminal ID of the portable phone 61 and uses the information fordata processing. Card ID is used as identification information in thecase of gamers who have not subscribed. When a subscribed gamerinitiates game play by inserting the IC card 41 into a card interface 42in the arcade game machine 43, various types of information relating tothe gamer's game play are sent to the game server 10 to be managed byeach subscribed gamer. In case connection to the server is not possible,the minimum information necessary for the gamer to play the game (gamehistory or the like), which is one of the various types of informationrelating to the gamer's game play, is written onto the IC card 41 by thearcade game machine 43, which makes it possible for gamers tocontinuously enjoy the game even if connection to the server is notpossible. Furthermore, subscribed gamers can be provided with varioustypes of service, such as mail delivery from the game server 10, and canconfigure, modify, or reconfigure various types of information relatingto the game play of the gamers registered on the server. For example, aconfiguration relating to the character can be modified (as in changingthe color of the character's outfit, equipping the character with aspecific item (such as a weapon), or the like) using the portableterminal. Configuration can of course be possible on the game machine,but from a business standpoint, income increases with players who finishgame play in a short time and play over again many times, so it ispreferable to avoid performing operations other than game play on acommercial video game machine. Otherwise players will occupy the gamemachine with operations other than game play, and the number of gamesplayed by the player will decrease, causing sales to fall. From a user'sstandpoint, it is more convenient to configure or modify at home or outof doors with a portable phone, rather than going to the gamingestablishment to configure or modify (sometimes it is necessary to waitfor the game machine to become available when the gaming establishmentis crowded). Therefore, there are merits in having the game apparatusleave only game play up to the player, while other configuration is doneat the portable terminal.

Conversely, when a gamer who has not subscribed initiates game play byinserting the IC card 41 into a card interface 42 in the arcade gamemachine 43, various types of information relating to the gamer's gameplay are sent to the game server 10 to be managed for each card ID. Whenconnection to the server is not possible, the minimum informationnecessary for the gamer to play the game (game history or the like), outof the various types of information relating to the gamer's game play,is written onto the IC card 41 by the arcade game machine 43 inpreparation for the next time the game is played, which makes itpossible for gamers to continuously enjoy the game even if connection tothe server is not possible.

When a gamer inserts the IC card 41 into the card interface 42, the cardID is sent to the game server 10 via a communication network, and a carddata table is searched to authenticate the gamer. A new card ID is newlyregistered in the card data table. If the gamer is identified as amember (in the case of nonmember gamers, if the card ID is identified tobe already registered), either the data recorded in the IC card 41 orthe data registered in the server will take precedence to be reflectedin the game. Which data actually does so is configured in advance, sothe game reflecting the data starts based on this designation. Thequestion of whether the data recorded in the IC card 41 or the dataregistered in the server will take precedence to be reflected in thegame need not be configured in advance, but may be determined by acalculation in accordance with certain conditions. For example, it ispossible to record information relating to the time at which variousdata was recorded, and to make the determination based on thisinformation.

After the game is finished, various types of information (hereinafterreferred to as “play information”), such as the title of the game thegamer is playing, the gamer's game score, level, items, the location ofthe video arcade, and the time of play, is sent to the game server 10(during the game, the gamer's operating information (operating history)may also be sent to the server). The minimum necessary information isselected from the play information and written onto the IC card 41. Asshown in the figure, the arcade game machines 43 located in the videoarcade 51 are connected to a packet communication network 30 viawireless interfaces 44. The gamer's play information is transmitted fromthe corresponding arcade game machine 43 to the game server 10 via thecorresponding wireless interface 44, packet communication network 30,and Internet network 20. The packet communication network 30 is designedto be capable of packet communication by being provided with a basestation for establishing a wireless connection with digital portablephones 61 and 62 equipped with Web browsing capabilities, a packetswitch for packet routing within the network, and a home memory stationfor registering the location of the digital portable phones 61 and 62,as well as a packet processing module (PPM) or packet gateway (PGW). ThePGW is installed in the interface with the Internet network 20.

At the same time, the arcade game machines 43 located in the videoarcade 52 are mutually connected by a LAN (Local Area Network) 40composed of an Ethernet cable, a repeater, a router, a switching hub,and the like assembled on the premises, and is furthermore connected viathe router to the Internet network 20, which is an external network. Thegamer's play information is transmitted from the corresponding arcadegame machine 43 to the game server 10 via the LAN 40 and the Internetnetwork 20. Data communication between the arcade game machine 43 andthe game server 10 complies with TCP/IP for an open network.

The game server 10 is a server apparatus equipped with a HTTPd (HyperText Transfer Protocol daemon), and functions as a WWW (World Wide Web)server. The game server 10 obtains play information from the arcade gamemachines 43 located in the video arcades 51 and 52, and multicasts theinformation to pre-subscribed users' terminal apparatuses (Web client).Examples of such terminal apparatuses include multipurpose terminalapparatuses 71 and 72, such as a personal computer or notebook computerconnected to the Internet network 20, and the digital portable phones 61and 62 connected to the packet communication network 30. The terminalapparatuses 71 and 72 are connected to the Internet network 20 via amodem apparatus or a network terminal apparatus such as a DSU (DigitalService Unit) or TA (Terminal Adapter). Though not shown in the figure,information can also be delivered to a PHS (Personal Handy Phone), PDA(Personal Data Assistance), or other portable information terminalapparatus (mobile communication terminal apparatus) or device havingInternet connectivity.

Play information delivered to the user's terminal apparatus is compiledas content description markup language, such as HTML (Hyper Text MarkupLanguage) or XML (eXtensible Markup Language) developed for use with amultipurpose terminal apparatus such as a personal computer, or CompactHTML, HDML (Handheld Device Markup Language), WML (Wireless MarkupLanguage) or another type of language developed for use with a portableterminal apparatus such as a digital portable phone, and is delivered asa Web page to which visual data such as a GIF (Graphics InterchangeFormat), a JPEG (Joint Photographic Experts Group), and a PNG (PortableNetwork Graphics) are linked.

The play information delivered as a Web page contains the name ornickname of the gamer, the title of the game the gamer is playing, thegame score, the location of the video arcade, the play time, and thelike, making it possible for people browsing the aforementioned Web pageto know in real time who is playing what game, when, and where. From theplay information, the game server 10 can also calculate and deliver thecompetitive conditions at video arcades (score records and the like),the operating rate (actual number of players/possible number ofplayers), and other types of information. In addition to the operatingrate, information concerning congestion, such as “vacant,” “normal,” or“crowded,” can also be delivered as mail to the digital portable phone61. The user can connect to the game server 10 via the Internet networkfrom a digital portable phone or other such terminal apparatus, and cansearch for popular video arcades, video arcade with competitive gamers,video arcades with many gamers at a similar lever, video arcade withmany skilled gamers, and the like using the search function. The gameserver 10 can also tabulate the rankings of the game scores in each areaand release the top scorers over the Internet. This allows gamers toknow their own game level, which can provide an incentive for gamers toparticipate while striving for the top score ranking. The system mayalso be configured such that when gamers do not know the location of thevideo arcade, they can download a map or the like with directions to thevideo arcade from the game server 10.

FIG. 2 is an explanatory diagram of the various types of informationmanaged by the game server 10. Registered in the game server 10 are cardtable 101, a registered user table 102, an advice table 103, an advicemessage 104, a user data table 105, a team table 106, and a BA usertable 107. The card table 101 is a table for updating the game historyand other game parameters every time the gamer plays the game, andregistered therein are card data 101 a containing the card ID of the ICcard 41, the level of the gamer, the experience value, the number ofwins, and the like, and other data 101 b containing match history, storehistory, evaluation of gamers, and the like. As used herein, “matchhistory” refers to setting a mark flag on the match history recorded inthe server by executing a specific button operation on the game machinewhen the match finishes. “Evaluation” refers to the concept of beingable to vote on the evaluation criteria of predetermined terms(“technician,” “tricky,” and the like) concerning the competitorrecorded in the match history, and the person being evaluated can seethe tabulated results of the votes. The card data 101 a is registered inthe card table 101, and a copy thereof is also recorded on the IC card41 via the Internet network 20 and/or the packet communication network30. In addition to sending the card data 101 a to the server from thegame machine 43 and registering the data in the card table, it is alsoacceptable to record the same data directly in the IC card 41 from thegame machine 43. In other words, when the gamer finishes playing thegame, the newest card data 101 a at the time is backed up on the IC card41. Since the card data 101 a is selected in advance in a predeterminedvolume as the minimum information necessary to play the game, gamers cancontinue to enjoy game play using the card data 101 a recorded on the ICcard 41 even when problems arise in the network and the arcade gamemachines 43 cannot connect to the game server 10.

The registered user table 102 is a table for subscribed gamers to recordtheir registration conditions, and recorded therein are a user ID 102 a,a terminal ID 102 b, and a card ID 102 c, as well as the date ofsubscription, license expiration date, and other data 102 d. Gamerinformation within the server is managed through the centrally unifieduser ID 102 a. Therefore, even if a gamer's IC card 41 is lost and thenfound by a third person who attempts to play a game using the IC card41, unlawful use by the third person is prevented because the thirdperson cannot verify himself to be the owner due to the individualauthentication by the terminal ID using a portable phone or the like.Since the terminal ID 102 b and the card ID 102 c are linked by the userID 102 a, the lost IC card 41 is inactivated, and a new IC card 41 canbe activated.

The advice table 103 is a table for sending beneficial advice about gameplay as mail to the terminal apparatus of a subscribed gamer. In thepresent specification, advice sent as mail will be referred to as“advice mail.” Data reflecting the action patterns of gamers is recordedon the advice table 103. For example, the number of times a type ofattack is used during the match, the number of times a type of attackfails, the number of times a type of damage was incurred, and the likeare recorded in the case of a fighting game. With a soccer game, theshot success rate, dribbling skill, pass accuracy, and the like arerecorded. The game server 10 statistically evaluates these data andanalyzes the gamer's strengths and weaknesses. For example, in a gamesetting near the goal, when the probability of a successful shot is lowbut the gamer is still highly likely to opt for shooting, advice ismailed such as “the probability of scoring by you in front of the goalis low, don't rush but make a pass to one of your teammates.” The gameserver 10 can also be designed to analyze the weaknesses of the gamer'sopponent from the action patterns of the opponent, and mail a strategyfor winning. For example, when the opponent has a low probability ofsucceeding with a dribble cut near midfield, advice is mailed such as“your opponent is bad at midfield dribble cuts, try breaking through hisdribble.” This advice is prepared in a plurality of patterns as aprewritten advice message 104, and the game server 10 selects anappropriate message from the above-mentioned analyzed results anddelivers the message to the gamer's terminal apparatus.

The user data table 105 is a table for recording basic information aboutsubscribed gamers, and registered therein are the user ID, the nicknameof the characters appearing in the game, the gamer's birth date, winningpoints, and the like. The team table 106 is a table for registeringbasic information about a team. In the present embodiment, a pluralityof gamers can participate to form a team (group, association) and cancompete for game scores as a team. Anyone can form a team, and a team iscreated by registering a team name and password in the game server 10.The institutor of the team becomes the leader, and other gamers can jointhe team by obtaining the “team name” and “password” from the leader orthe like. When there is a plurality of teams, gamers can belong to onlyone team. The sum of the game scores of all the gamers on a team becomesthe game score of the team. The game score of the team is tabulated inthe game server 10 in team units at every video arcade in various areas,and the ranking of the top scoring team is made available. Tabulatingthe game scores in every video arcade allows video arcades incorporatingthis system to provide an incentive for gamers to participate in thegame.

Furthermore, the game scores of all the gamers on a team are tabulatedin the game server 10 and the rankings are displayed. Gamers of asimilar skill level form a team and compete for game scores within theteam, whereby the gamers can reasonably compete for game scores, focuson improving their skills, and become better motivated to participate inthe game. Allowing the game scores of the team members to be browsedthrough makes it possible to provide a forum for communication among thegamers and to increase motivation for game participation.

The BA user table 107 is a table for recording data relating to managingthe progress of a mini-game for playing on a portable phone or othersuch terminal apparatus. This mini-game is a simulation game fordeveloping a character. The ID and other characteristics of thecharacter appearing in the mini-game are recorded in the BA user table107. The gamers can use the game scores of the mini-game to obtainmelodies of incoming calls and wallpaper for portable phones, virtualcurrency used in the game, and items that can be used in the videoarcade.

In the present embodiment, gamers whose game scores have reached acertain level are certified as certified players and assigned a title.The titles of certified players can be assigned as the “areaname+character name.” For example, a gamer who has achieved a superiorgame score at a video arcade in Shinjuku is certified as “ShinjukuJackie.” This certified player is certified by the same name at anyother area and is known as a charismatic player among gamers. However,if another gamer reaches the same level as the certified player, hefaces off against the certified player and can take his title andsucceed to his name by defeating the certified player. In the exampledescribed above, the one who defeated “Shinjuku Jackie” would then becertified as “Shinjuku Jackie The Second.” Thus, certifying the personwith the highest game score in each area as the certified player wouldinduce competition over the title in each area and provide an incentivefor gamers to participate in the game. The system may also be designedsuch that wallpaper that authenticates the identity of a certifiedplayer is transmitted to the digital portable phone of the certifiedplayer.

When a gamer achieves a specific level game score or competes with thecertified player and wins, the game server 10 writes information intothe gamer's IC card 41 stating that he is the certified player. Thus,when the certified player plays a game at a video arcade, the certifiedplayer's game score, the location of the video arcade where the game isbeing played, and other such information is transmitted in real time tothe game server 10 from the arcade game machine 43 via the communicationnetwork. A web page stating “Shinjuku Jackie is at the - - - videoarcade!!” is created on the game server 10 from this information and isdelivered in real time to the terminal apparatuses 71 and 72 and digitalportable phones 61 and 62 via the internet network 20 and the packetcommunication network 30. The Web page delivered to the users contains aphotograph and profile of the certified player, the location at whichthe certified player is currently playing, video arcades frequented bythe certified player, his game scores, and other such information. Thusit can be expected that gamers will gather at the - - - video arcadewhen a user who has obtained information relating to the certifiedplayer says “I want to see the certified player play!” or “I want tochallenge the certified player!” This can stimulate communication amonggamers and provide them with an incentive to participate in the game.

Furthermore, the system may be designed to deliver to the users, inaddition to the above-mentioned information, methods for winningfighting games (technique descriptions, commands, damage, duration,characters' basic attributes (height, weight, fighting stance, movementspeed, jump strength)), event information, wallpaper of charactersappearing in the game, melodies of incoming calls, and the like.

A scenario of delivering Web information to the digital portable phones61 and 62 from the game server 10 is described in the example above, butthe system need not be limited as such and may, for example, be designedsuch that a game program (Java applet) resident in the digital portablephones 61 and 62 can periodically access the game server 10 and make Webinformation available. In the description above, gamers were identifiedusing IC cards 41, but the system need not be limited as such and may,for example, be designed such that gamers are identified by registeringbeforehand in the game server 10 with a password, and then entering thepassword when playing the game.

Since the video arcades 51 and 52 are connected to the game server 10via the communication network, minute changes and the like in the gameprogram can be immediately responded to by appropriately downloadingprograms for fixing bugs in the game program, modified programs forversion upgrades, new character data, or the like from the game server10.

In the present embodiment, the game server 10 creates the user's homepage and can also release it to a third person. The user establishes anetwork connection to the game server 10 from either a home game machine73 with communication functions or the terminal apparatuses 71 and 72via the internet network 20, and inputs his name, address, and othersuch necessary information. The user's home page is then automaticallycreated on the game server 10. This home page functions as a contactpoint when the user plays a game via the network, and this home page isused to request game participation, to display game results, and thelike. FIG. 3 shows one example of a home page. The home page 80 displaysa heading 81, a logo mark 82, a comments section 83, a game score column84, links 85, an authentication password input column 86, and a banneradvertisement 87.

Various site or image URL's (Uniform Resource Locator) designated byHTML tags are embedded in the links 85, and users can access a thirdperson's home page and make requests for competitive games or the like.The match results are displayed on the game score column 84. Thedisplayed contents are extremely limited during the initial stages ofcreation, but the home page 80 is designed such that users can use homepage creation support tools and can expand the functions of the homepage 80 when the users achieve high game scores or frequently access athird person's home page 80 by participating in network competitions orthe like.

For example, the layout of the home page 80 can be freely defined byusing JavaScript, JScript, VBScript, and other such script language todescribe the script in the HTML, by moving and displaying text, and byusing style sheets to define font type, size, color, typeface, textmodification, wallpaper, table or frame modification, block elementpositioning (centering and the like), range of white space (margins),and the like. HTML information displayed in the browser may bydynamically expressed by using a DOM (Document Object Model) to definewriting, images, sound, and other such Web page content elements asobjects and controlling them with the script. Specifically, it is alsopossible to give color to the text and graphics used in the heading 81and logo mark 82, and to describe the user's self-introduction, profile,and the like in the comments section 83 as the functions of the homepage 80 are expanded. Such editing is done by entering a password in theauthentication password input column 86 to identify the user.

Users can hold game tournaments on the network using this home page 80.A game tournament bears the name of the user who won the last gametournament. Requests to participate in the game tournament are also madeon the user's home page. This setup makes it possible for users to holda game tournament on their own home page by winning a game tournament,and therefore the user can expect an increase in third person access andcan further expand the functions of the home page 80. Communicationamong users can be stimulated because their profiles, game scores, andthe like are posted on the home page 80.

Another incentive for users to participate in the game can be providedby supplying the winner of a game tournament with a virtual soccerstadium, and setting rules that state, for example, that the user losesthe stadium if he does not win again. Communication among users can bestimulated and an incentive for game participation can be provided byconfiguring the system such that users can exchange player characters(virtual game characters modeled after soccer players) from the gameamongst themselves via the network. Providing mutual links betweenusers' home pages allows them to know what kind of games other users areplaying, what skill level the other users are at, and the like, whichcan stimulate communication among users.

The home page 80 can be browsed from digital portable phones and othersuch mobile communication terminals, and users can access the home page80 from anywhere at anytime. This allows users to access their own homepage 80, to process game character data, to connect to the game server10 and play the game via the network, to access another home page andrequest to participate in the game, or the like whenever they have time.

Next, a game method will be described for establishing a networkconnection to the game server 10 and playing a soccer game. Examples ofpossible terminal apparatuses for connecting to the game server 10include mobile communication terminals such as the digital portablephones 61 and 62, personal computers and other such multipurposeterminal apparatuses 71 and 72, and home game machines 73. A scenariowill now be described in which a game is played by connecting to thegame server 10 from the digital portable phone 61.

FIG. 4 is a transition diagram of a screen displayed on the portablephone 61. FIG. 4A is a game opening screen displayed after the digitalportable phone 61 establishes a wireless connection with the game server10 through PPP (Point to Point Protocol), and a one-time password orother such specific authentication procedure based on CHAP (ChallengeAuthentication Protocol) is completed. This example shows a scenario inwhich “The Koujiya Dynamites” and “The Kobe Falcons” are competing. “TheKoujiya Dynamites” is a soccer team controlled by a gamer, and the gamerplays the game as the coach by giving directions to the playercharacters. “The Kobe Falcons” are a soccer team controlled by the gameserver 10, and the game server 10 plays the game by giving directions tothe player characters based on the action patterns of a third person.Details of the action patterns will be described later.

FIG. 4B is a display screen at the time of kickoff, and shows asituation in which the FW player character takes possession of the ballas the whistle blows. From the middle of the screen to the bottom aredisplayed six action choices that the player character in possession ofthe ball can then take. The six choices are “dribble (long),” “dribble(short),” “pass forward,” “pass backward,” “wait,” and “shoot.” Thisexample assumes the gamer selected “dribble (long),” and then selected“forward” as the dribble direction from a pull-down menu listing theoptions “forward,” “left-forward,” “right-forward,” “left,” “right,”backward,” “left-backward,” and “right-backward.”

FIG. 5 is a diagram of the correspondence between the digital portablephone 61 and the game server 10. At kickoff, if the gamer selects“dribble (long)” from the options and selects “forward” as the dribbledirection (S1), the game server 10 updates the action patterns of thegamer (S2). In the present specification, the term “action patterns”refers to the probability, statistically calculated from past history,that the gamer will choose a certain option from a plurality of options.The game server 10 statistically records what option the gamer chose ina certain scene in past games and successively updates the actionpatterns.

When a player character of the opposing team is in the way of a playercharacter's dribble (S3; YES), the game server 10 selects aconfrontation scene (S4) and transmits it to the digital portable phone61 (S5). When there is no player character of the opposing team in theway of a player character's dribble (S3; NO), it is determined whetheror not the end of the dribble is on the player's own side of the field(S6). If it is on the player's own side (S6; YES), a game scene of theplayer's side is selected (S7) and transmitted to the digital portablephone 61 (S8). When it is not on the player's own side (S6; NO), it isdetermined whether or not it is on the opponent's side of the field(S9). When it is on the opponent's side (S9; YES), a game scene of theopponent's side is selected (S10) and transmitted to the digitalportable phone 61 (S11). When it is not on the opponent's side (S9; NO),it is determined whether it is on the opponent's right or left corner(S12). If it is on the opponent's corner (right) (S12; YES), a gamescene of the opponent's corner (right) is selected (S13) and transmittedto the digital portable phone 61 (S14). If it is on the opponent'scorner (left) (S12; NO), a game scene of the opponent's corner (left) isselected (S15) and transmitted to the digital portable phone 61 (S16).

FIG. 7 is an explanatory diagram for describing the situation in whichthe action patterns are updated, and displays the probabilities of anyof the six options being selected at the time of kickoff. FIG. 7A showsthe action pattern of the gamer before the game begins. This actionpattern is based on the gamer's past game history and statisticallyshows the probabilities of the gamer selecting any of the options ineach game scene. In the example shown in FIG. 7A, the probability of“dribble (long)” being selected is 40%, the probability of “dribble(short)” being selected is 10%, the probability of “passing in front ofthe player” is 30%, the probability of “passing to the foot of theplayer” is 10%, the probability of “waiting” is 3%, and the probabilityof “shooting” is 7%. Furthermore, when “dribble (long)” is selected, theprobability of the dribble direction being “forward” is 70%, theprobability of it being “forward left” is 10%, the probability of itbeing “forward right” is 10%, the probability of it being “left” is 5%,the probability of it being “right” is 5%, the probability of it being“backward” is 0%, the probability of it being “backward left” is 0%, andthe probability of it being “backward right” is 0%. When “pass in frontof the player” is selected, the probability of the teammate passed tobeing the “left FW” is 35%, the probability of him being the “right FW”is 35%, the probability of him being the “left MF” is 20%, and theprobability of him being the “right MF” is 10%.

FIG. 7B shows the action pattern at the end of the game, where theprobability of “dribble (long)” being selected is 43%, the probabilityof “dribble (short)” being selected is 9%, the probability of “passingin front of the player” is 31%, the probability of “passing to the footof the player” is 9%, the probability of “waiting” is 2%, and theprobability of “shooting” is 6%. Furthermore, when “dribble (long)” isselected, the probability of the dribble direction being “forward” is76%, the probability of it being “forward left” is 8%, the probabilityof it being “forward right” is 8%, the probability of it being “left” is4%, the probability of it being “right” is 4%, the probability of itbeing “backward” is 0%, the probability of it being “backward left” is0%, and the probability of it being “backward right” is 0%. When “passin front of the player” is selected, the probability of the teammatepassed to being the “left FW” is 38%, the probability of him being the“right FW” is 33%, the probability of him being the “left MF” is 19%,and the probability of him being the “right MF” is 10%.

In the example above, the gamer selected “dribble (long)” from the sixoptions at kickoff and then selected “forward” as the dribble direction,so the probability of “dribble (long)” being selected is updated from40% to 43% with an increase in the number of times “dribble (long)” isselected. Also, the probability of “forward” being selected is updatedfrom 70% to 76% with an increase in the number of times “forward” isselected as the dribble direction.

At the same time, the game server 10 refers to the action patterns of athird person and determines which of the options they would select inany of the game scenes. This third person can be designated by the gamerin advance or can be appropriately selected from a database by the gameserver 10. The action patterns of this third person are also the resultof statistically calculating the probability of any of the options beingselected in each game scene, as shown in FIG. 7. The action patterns ofthe third person show the probability of the game server 10 selectingany of the options in each game scene in order for the game server 10 todevelop the game based on the action patterns of the third person.

The screen in FIG. 4C is displayed as the game proceeds and a playercharacter reaches the area in front of the goal of the opposing team.Three options, “shoot,” “trap,” and “pass,” are displayed as the actionsthe player character can take next. This example assumes the gamerchooses “shoot” from the options. FIG. 6 is a diagram of thecommunication between the digital portable phone 61 and the game server10. If the gamer selects “shoot” (S20), the game server 10 newly updatesthe action pattern in front of the goal (S21) by updating theprobability of the “shoot” being selected. The power of the shot is thencalculated based on the level of the player character and the distanceto the goal from the shooting position (S22), and it is determinedwhether the goalkeeper will catch or deflect the ball (S23). Thisdecision is made by referring to the action patterns of “The KobeFalcon” and selecting the action with the higher probability of beingchosen.

When the probability of catching the ball is high, the game server 10selects catching and determines whether the catch will succeed or failbased on the level of the goalkeeper (S24). When the catch succeeds, thescreen for a failed shot is displayed (S25) and the opposing team takesthe offense (S26). Conversely, when the catch fails and a goal is scored(S27), the score is added (S28), the kickoff scene is displayed (S29),and the opposing team takes the offense (S30). A loose ball occurs whenthe catch fails but a goal is not scored (S31).

When the probability of deflecting the ball is high, the game server 10selects deflecting and determines whether the deflect will succeed orfail based on the level of the goalkeeper (S32). When the deflect failsand a goal is scored (S27), the score is added (S28), the kickoff sceneis displayed (S29), and the opposing team takes the offense (S30). Whenthe deflect succeeds, the game server 10 determines whether the ballends up within or outside of the field boundaries (S33). When the ballis out of the field, a corner kick screen is displayed (S46),transferring to a corner kick scene (S47).

When the catch fails, resulting in a loose ball, or when the deflectsucceeds and the soccer ball ends up within the field boundaries, it isdetermined whether the player character closest to the soccer ball is anopponent or a teammate (S34). When it is a teammate, the position atwhich the player character keeps the soccer ball (S35) is determined. Ifit is on the player's own side of the field (S36), a transfer to thescene of the player's side is implemented (S37), and if it is theopponent's side (S38), a transfer to the scene of the opponent's side isimplemented (S39). If it is the opponent's corner (left) (S40), atransfer to the scene of the opponent's corner. (left) is implemented(S41), and if it is the opponent's corner (right) (S42), a transfer tothe scene of the opponent's corner (right) is implemented (S43). Whenthe player character closest to the soccer ball is an opponent, a screenof the opposing team in possession of the soccer ball is displayed(S44), and the opposing team takes the offense (S45).

The example above depicted a game scene in front of the opposing team'sgoal at kickoff, but the system is not limited thereto and can alsodisplay other options. In the opposing team's corner, the options“center,” “dribble,” and “wait” are offered; when a pass is received infront of the opposing team's goal, the options “shoot,” “trap,” and“pass” are offered; in a decisive scene where player characters face offone-on-one, the options “faint to get by,” “pass,” and “keep” areoffered; in a free kick scene, the options “shoot” and “pass” areoffered; and in a penalty kick scene, the options “kick left,” “kickright,” and “kick to the middle” are offered. When one option isselected from the plurality of options offered in each game scene, thecorresponding action pattern is updated.

Thus, a plurality of options for the actions the player character cantake in every game scene is offered, and the action patterns aresuccessively updated whenever the gamer selects an option, which makesit possible for the game server 10 to store and learn gamer habitstogether with the game strategies, selection tendencies, and options inevery game scene. The system may also be configured such that conditionsare set and action patterns are stored and updated based on whether ornot an opposing player is in the way of a shot in the same game scene(for example, the scene in front of the opposing team's goal). Settingconditions for the same game scene in this manner makes it possible forthe game server 10 to store and learn the action patterns of the gamerin further detail.

If these action patterns are stored for every gamer that plays the game,the game server 10 can enact game development reflecting the actionpatterns of a specific person. For example, having the game server 10store the action patterns of gamer A makes it possible for gamer B tocompete with the game server 10 as if he were competing with gamer Awhen gamer B plays the soccer game with the game server 10 via thenetwork. Thus, according to the present embodiment, the game can be moreinteresting and enjoyable since the gamer can engage in simulatedcompetition with a specific person.

Thus, the gamer can realize his own weak points because the game server10 mails appropriate advice about the gamer's weak points, theopponent's strategies, and the like by analyzing action patterns, whichhelps the gamer to improve. Such appropriate advice is an incentive toplay the game, so the gamers will not tire of the game and can enjoyplaying it. Furthermore, the above-mentioned advice is effective whenmailed as advice from the certified player who achieved a game score ata specific level.

Methods for displaying the above-mentioned game screen on the digitalportable phone 61 include the following: a Web screen created inportable terminal markup language is transmitted from the game server 10to the digital portable phone 61; (2) a game program (Java applet)residing in the digital portable phone 61 creates and displays the gamescreen; and (3) the game server 10 moves the player characters, soccerball, and the like in virtual space based on the options selected by thegamer, calculates the game scene matching the situation in 3D(three-dimensionally), and transmits an image of this scene renderedinto a 2D (two-dimensional) screen to the digital portable phone 61.

The description above depicted a scenario in which a network connectionis established from the digital portable phone 61 to the game server 10for playing a game, but the system may also be designed such that thegame can be played by providing the functions of the game server 10 tothe arcade game machine 43 having communication functions, andconnecting to the arcade game machine 43 from the digital portable phone61 via the packet communication network 30.

In the description above, the action patterns of the gamer correspondingto the game development were obtained by offering a plurality of options(FIG. 4B, FIG. 4C) to the digital portable phone 61 and counting thenumber of times these options were selected (FIG. 7), but the presentinvention need not be limited thereto and may, for example, store theinput patterns of key operations set up in an input operation controllerassociated with a home game apparatus, or in a commercial video gamemachine, portable phone, or other such mobile communication terminal,and obtain the action patterns of the gamer from past statistical data.Specifically, in FIG. 1, when a network connection is established fromthe game machine 73 to the game server 10 to play the above-mentionedsoccer game, the gamer can select the actions of the player charactersby combining the operations of the A button, B button, and C button, orthe directional keys set up on the controller (“up,” “down,” “right,”“left”). For example, pressing the A button while operating thedirectional key “up” and “right” results in a pass to a teammatecharacter or the like.

The game server 10 stores the operating information (in the exampleabove, pressing the A button while operating the directional key “up”and “right”) of the gamer and learns the action patterns of the gamerfor every game scene. These combinations of key inputs are not displayedon the game screen, as shown in FIG. 4B and FIG. 4C, but the actionpatterns of the gamer can be obtained by associating the combinations ofkey operations with the player characters actions in advance.

The action patterns of the gamer can be obtained not only from keyoperations, but also, for example, from the number of times a cursor ismoved or an icon or check button is clicked using a mouse (peripheraldevice) for a personal computer or other such multipurpose terminalapparatus, or the number of times the trigger is pulled on a gun-stylecontroller for a shooting game, or the angle at which the steering wheelis turned and the way the accelerator and brake are stepped on in a carracing game.

In the above description, a competitive game was described in theexamples, but the present invention can also be applied to games inwhich a plurality of gamers cooperate to make progress, such as arole-playing game or the like.

INDUSTRIAL APPLICABILITY

According to the present invention, storing the action patterns of afirst operator in advance makes it possible for a second operator tohave a virtual experience as if he were gaming with the first operator.Offering a plurality of options for the actions the operator can take inevery game scene makes it possible to statistically calculate the actionpatterns from the number of times options are chosen. The operator canalso improve his skills due to the delivery of beneficial informationbased on the action patterns of the operator whenever the gamer plays.

According to the present invention, an incentive to participate in thegame against the gamer can be provided since the functions of thegamer's homepage are expanded according to the game scores. The gamercan also stimulate communication through the homepage.

According to the present invention, the gamer can obtain informationthat identifies among gamers playing a game at gaming establishments,game scores, the number of gamers playing, the operating conditions ofthe gaming establishment, and other such information from a terminalapparatus connected to a communication network, so the gamer can searchfor gaming establishments with popular games, gaming establishments withcompetitive gamers, gaming establishment with many gamers at a similarlevel, gaming establishments with many skilled gamers, and the like.

According to the present invention, an incentive for game participationcan be provided since gamers are certified as gamers at a specific levelwhen they reach this level.

Gamers of a similar skill level can form a team and compete for gamescores within the team, whereby they can efficiently focus on improvingtheir skills.

1. A game management system, comprising: a first network connectionmeans connectable to a plurality of game machines including ones locatedat a plurality of game facilities that are at separate locations fromone another, wherein the plurality of game machines are arranged to readidentification information from an identification means before a userplays a game on one of the game machines, and to transmit theidentification information to the first network connection means; asecond network connection means connectable to personal terminal devicesoperable independently from the game machines; a web page means; and adatabase, the game management system being configured to: (a) allow apersonal terminal device operable independently from the game machinesto send the identification information, which is stored in theidentification means belonging to a first user, to the second networkconnection means by relating the identification information to personalinformation identifying the first user and cause the database to storethe identification information of the identification means in connectionwith the received personal information; (b) allow the personal terminaldevice to send a name or nickname of the user, which is to appear on theweb page, to the second network connection means by relating it to theidentification information of the identification means and cause thedatabase to store the received name or nickname of the first user inconnection with the identification information that was sent from thepersonal terminal device by way of the second network connection means;(c) cause the game machine operated by the user to transmit theidentification information read from the identification means to theserver by way of the first network connection means if the first userallows the game machine to read the identification information beforestarting the game; (d) allow the first user to start the game on thegame machine if the identification information that was transmitted fromthe game machine by way of the first network connection meanscorresponds to the identification information sent from the personalterminal device by way of the second network connection means; (e)collect information from the game machine on which the first user hasstarted the game, the information including information regarding thegame facility at which the game machine is located, and information ofthe game plays performed on the game machine, by way of the firstnetwork connection means and store the received information on theserver by relating the received information to the identificationinformation stored on the server; (f) cause the web page means toprovide a web page that includes information of the collected playinformation and of the game facility which the first user visits, byrelating such information on the web page to the name or nickname of thefirst user that was sent as the personal information to appear on theweb page; and (g) allow another personal terminal device operableindependently from the game machines and possessed by a second user, toaccess the web page by way of the second network connection means sothat the second user can browse the information on the first user and onthe facility that the first user visits.